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https://github.com/ninjamuffin99/Funkin.git
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442 lines
12 KiB
Haxe
442 lines
12 KiB
Haxe
package funkin.play;
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import flixel.FlxSprite;
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import flixel.math.FlxMath;
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import flixel.math.FlxPoint;
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import funkin.play.character.CharacterData.CharacterDataParser;
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import openfl.utils.Assets;
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/**
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* This is a rework of the health icon with the following changes:
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* - The health icon now owns its own state logic. It queries health and updates the sprite itself,
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* rather than relying on PlayState to command it.
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* - The health icon now supports animations.
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* - The health icon will now search for a SparrowV2 (XML) spritesheet, and use that for rendering if it can.
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* - If it can't find a spritesheet, it will the old format; a two-frame 300x150 image.
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* - If the spritesheet is found, the health icon will attempt to load and use the following animations as appropriate:
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* - `idle`, `winning`, `losing`, `toWinning`, `fromWinning`, `toLosing`, `fromLosing`
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* - The health icon is now easier to control via scripts.
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* - Set `autoUpdate` to false to prevent the health icon from changing its own animations.
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* - Once `autoUpdate` is false, you can manually call `playAnimation()` to play a specific animation.
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* - i.e. `PlayState.instance.iconP1.playAnimation("losing")`
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* - Scripts can also utilize all functionality that a normal FlxSprite would have access to, such as adding supplimental animations.
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* - i.e. `PlayState.instance.iconP1.animation.addByPrefix("jumpscare", "jumpscare", 24, false);`
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* @author MasterEric
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*/
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class HealthIcon extends FlxSprite
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{
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/**
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* The character this icon is representing.
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* Setting this variable will automatically update the graphic.
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*/
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public var characterId(default, set):String;
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/**
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* Whether this health icon should automatically update its state based on the character's health.
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* Note that turning this off means you have to manually do the following:
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* - Bumping the icon on the beat.
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* - Switching between winning/losing/idle animations.
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* - Repositioning the icon as health changes.
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*/
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public var autoUpdate:Bool = true;
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/**
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* Since the `scale` of the sprite dynamically changes over time,
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* this value allows you to set a relative scale for the icon.
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* @default 1x scale
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*/
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public var size:FlxPoint = new FlxPoint(1, 1);
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/**
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* Apply the "bump" animation once every X steps.
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*/
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public var bumpEvery:Int = 4;
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/**
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* The player the health icon is attached to.
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*/
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var playerId:Int = 0;
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/**
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* Whether the sprite is pixel art or not.
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* Calculated when loading an icon.
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*/
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var isPixel:Bool = false;
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/**
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* Whether this is a legacy icon or not.
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*/
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var isLegacyStyle:Bool = false;
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/**
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* At this amount of health, play the Winning animation instead of the idle.
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*/
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static final WINNING_THRESHOLD = 0.8 * 2;
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/**
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* At this amount of health, play the Losing animation instead of the idle.
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*/
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static final LOSING_THRESHOLD = 0.2 * 2;
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/**
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* The maximum health of the player.
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*/
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static final MAXIMUM_HEALTH = 2;
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/**
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* The size of a non-pixel icon when using the legacy format.
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* Remember, modern icons can be any size.
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*/
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static final LEGACY_ICON_SIZE = 150;
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/**
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* The size of a pixel icon when using the legacy format.
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* Remember, modern icons can be any size.
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*/
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static final LEGACY_PIXEL_SIZE = 32;
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/**
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* shitty hardcoded value for a specific positioning!!!
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*/
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static final POSITION_OFFSET = 26;
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public function new(char:String = 'bf', playerId:Int = 0)
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{
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super(0, 0);
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this.playerId = playerId;
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this.scrollFactor.set();
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this.characterId = char;
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this.antialiasing = !isPixel;
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this.flipX = playerId == 0;
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initTargetSize();
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}
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function set_characterId(value:String):String
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{
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if (value == characterId)
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return value;
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characterId = value;
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loadCharacter(characterId);
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return value;
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}
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/**
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* Easter egg; press 9 in the PlayState to use the old player icon.
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*/
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public function toggleOldIcon():Void
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{
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if (characterId == 'bf-old')
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{
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characterId = PlayState.currentSong.player1;
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}
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else
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{
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characterId = 'bf-old';
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}
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}
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/**
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* Called by Flixel every frame. Includes logic to manage the currently playing animation.
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*/
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override function update(elapsed:Float):Void
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{
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super.update(elapsed);
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if (PlayState.instance == null)
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return;
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// Auto-update the state of the icon based on the player's health.
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if (autoUpdate)
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{
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switch (playerId)
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{
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case 0: // Boyfriend
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// Update the animation based on the current state.
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updateHealthIcon(PlayState.instance.health);
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// Update the position to match the health bar.
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this.x = PlayState.instance.healthBar.x
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+ (PlayState.instance.healthBar.width * (FlxMath.remapToRange(PlayState.instance.healthBar.value, 0, 2, 100, 0) * 0.01)
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- POSITION_OFFSET);
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case 1: // Dad
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// Update the animation based on the current state.
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updateHealthIcon(MAXIMUM_HEALTH - PlayState.instance.health);
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// Update the position to match the health bar.
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this.x = PlayState.instance.healthBar.x
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+ (PlayState.instance.healthBar.width * (FlxMath.remapToRange(PlayState.instance.healthBar.value, 0, 2, 100, 0) * 0.01))
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- (this.width - POSITION_OFFSET);
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}
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// Lerp the health icon back to its normal size,
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// while maintaining aspect ratio.
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if (this.width > this.height)
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{
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// Apply linear interpolation while accounting for frame rate.
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var targetSize = Std.int(CoolUtil.coolLerp(this.width, 150 * this.size.x, 0.15));
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setGraphicSize(targetSize, 0);
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}
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else
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{
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var targetSize = Std.int(CoolUtil.coolLerp(this.height, 150 * this.size.y, 0.15));
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setGraphicSize(0, targetSize);
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}
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this.updateHitbox();
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}
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}
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public function onStepHit(curStep:Int)
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{
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if (curStep % bumpEvery == 0 && isLegacyStyle)
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{
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// Make the health icons bump (the update function causes them to lerp back down).
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if (this.width > this.height)
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{
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var targetSize = Std.int(CoolUtil.coolLerp(this.width + 30, 150, 0.15));
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setGraphicSize(targetSize, 0);
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}
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else
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{
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var targetSize = Std.int(CoolUtil.coolLerp(this.height + 30, 150, 0.15));
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setGraphicSize(0, targetSize);
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}
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this.updateHitbox();
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}
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}
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inline function initTargetSize()
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{
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setGraphicSize(150);
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updateHitbox();
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}
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function updateHealthIcon(health:Float)
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{
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// We want to efficiently handle animation playback
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// Here, we use the current animation name to track the current state
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// of a simple state machine. Neat!
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switch (getCurrentAnimation())
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{
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case IDLE:
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if (health < LOSING_THRESHOLD)
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playAnimation(TO_LOSING, LOSING);
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else if (health > WINNING_THRESHOLD)
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playAnimation(TO_WINNING, WINNING);
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else
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playAnimation(IDLE);
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case WINNING:
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if (health < WINNING_THRESHOLD)
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playAnimation(FROM_WINNING, IDLE);
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else
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playAnimation(WINNING, IDLE);
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case LOSING:
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if (health > LOSING_THRESHOLD)
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playAnimation(FROM_LOSING, IDLE);
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else
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playAnimation(LOSING, IDLE);
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case TO_LOSING:
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if (isAnimationFinished())
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playAnimation(LOSING, IDLE);
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case TO_WINNING:
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if (isAnimationFinished())
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playAnimation(WINNING, IDLE);
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case FROM_LOSING | FROM_WINNING:
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if (isAnimationFinished())
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playAnimation(IDLE);
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case "":
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playAnimation(IDLE);
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default:
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playAnimation(IDLE);
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}
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}
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/**
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* Load
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* @param charId
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*/
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function loadAnimationNew(charId:String):Void
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{
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this.animation.addByPrefix(IDLE, IDLE, 24, true);
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this.animation.addByPrefix(WINNING, WINNING, 24, true);
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this.animation.addByPrefix(LOSING, LOSING, 24, true);
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this.animation.addByPrefix(TO_WINNING, TO_WINNING, 24, true);
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this.animation.addByPrefix(TO_LOSING, TO_LOSING, 24, true);
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this.animation.addByPrefix(FROM_WINNING, FROM_WINNING, 24, true);
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this.animation.addByPrefix(FROM_LOSING, FROM_LOSING, 24, true);
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}
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/**
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* Load health icon animations using the legacy format.
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* Simply assumes two icons, one on
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* @param charId
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*/
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function loadAnimationOld(charId:String):Void
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{
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this.animation.add(IDLE, [0], 0, false, this.playerId == 0);
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this.animation.add(LOSING, [1], 0, false, this.playerId == 0);
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}
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function correctCharacterId(charId:String):String
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{
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if (!Assets.exists(Paths.image('icons/icon-$charId')))
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{
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FlxG.log.warn('No icon for character: $charId : using default placeholder face instead!');
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return "face";
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}
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return charId;
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}
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function isNewSpritesheet(charId:String):Bool
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{
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return Assets.exists(Paths.file('images/icons/icon-$characterId.xml'));
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}
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function fetchIsPixel(charId:String):Bool
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{
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var charData = CharacterDataParser.fetchCharacterData(charId);
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if (charData == null)
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{
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FlxG.log.warn('No character data found for character: $charId');
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return false;
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}
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return charData.isPixel;
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}
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function loadCharacter(charId:String):Void
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{
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if (correctCharacterId(charId) != charId)
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{
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characterId = correctCharacterId(charId);
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return;
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}
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isPixel = fetchIsPixel(charId);
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isLegacyStyle = !isNewSpritesheet(charId);
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if (!isLegacyStyle)
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{
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frames = Paths.getSparrowAtlas('icons/icon-$charId');
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loadAnimationNew(charId);
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}
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else
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{
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loadGraphic(Paths.image('icons/icon-$charId'), true, isPixel ? LEGACY_PIXEL_SIZE : LEGACY_ICON_SIZE,
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isPixel ? LEGACY_PIXEL_SIZE : LEGACY_ICON_SIZE);
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loadAnimationOld(charId);
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}
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}
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/**
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* @return Name of the current animation being played by this health icon.
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*/
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public function getCurrentAnimation():String
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{
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if (this.animation == null || this.animation.curAnim == null)
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return "";
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return this.animation.curAnim.name;
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}
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/**
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* @return Whether this sprite posesses the given animation.
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* Only true if the animation was successfully loaded from the XML.
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*/
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public function hasAnimation(id:String):Bool
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{
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if (this.animation == null)
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return false;
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return this.animation.getByName(id) != null;
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}
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/**
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* @return Whether the current animation is in the finished state.
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*/
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public function isAnimationFinished():Bool
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{
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return this.animation.finished;
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}
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/**
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* Plays the animation with the given name.
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* @param name The name of the animation to play.
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* @param fallback The fallback animation to play if the given animation is not found.
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* @param restart Whether to forcibly restart the animation if it is already playing.
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*/
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public function playAnimation(name:String, fallback:String = null, restart = false):Void
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{
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// Attempt to play the animation
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if (hasAnimation(name))
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{
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this.animation.play(name, restart, false, 0);
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return;
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}
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// Play the fallback animation if the requested animation was not found
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if (fallback != null && hasAnimation(fallback))
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{
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this.animation.play(fallback, restart, false, 0);
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return;
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}
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// If we don't have an animation, we're done.
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}
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}
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enum abstract HealthIconState(String) to String from String
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{
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/**
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* Indicates the health icon is in the default animation.
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* Plays as long as health is between 20% and 80%.
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*/
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var IDLE = "idle";
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/**
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* Indicates the health icon is playing the Winning animation.
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* Plays as long as health is above 80%.
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*/
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var WINNING = "winning";
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/**
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* Indicates the health icon is playing the Losing animation.
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* Plays as long as health is below 20%.
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*/
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var LOSING = "losing";
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/**
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* Indicates that the health icon is transitioning between `idle` and `winning`.
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* The next animation will play once the current animation finishes.
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*/
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var TO_WINNING = "toWinning";
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/**
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* Indicates that the health icon is transitioning between `idle` and `losing`.
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* The next animation will play once the current animation finishes.
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*/
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var TO_LOSING = "toLosing";
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/**
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* Indicates that the health icon is transitioning between `winning` and `idle`.
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* The next animation will play once the current animation finishes.
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*/
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var FROM_WINNING = "fromWinning";
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/**
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* Indicates that the health icon is transitioning between `losing` and `idle`.
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* The next animation will play once the current animation finishes.
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*/
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var FROM_LOSING = "fromLosing";
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}
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